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<blockquote data-quote="Steel_Wind" data-source="post: 8856341" data-attributes="member: 20741"><p>When it comes to working with 3d assets? An inability to import models into the setting <strong><em>is the default state of all games.</em></strong></p><p></p><p>It's hard for end users to approach this as a game developer does, but the software plug-in that WotC will create for its 3d assets will be designed to export a model from their modeling software of choice to their file format used by their 3d VTT.</p><p> </p><p><strong><em>The code will not exist to import a model into the modeling software</em></strong>, and then export it - because they don't need that and can't use it if they did create it.</p><p></p><p>Original IP assets used in game are created from scratch, so the 3d modeling workflow to get original assets into their 3d VTT doesn't require the sort of tools community users and modders need to accomplish that. The community's workflow is always <em><span style="color: rgb(251, 160, 38)">radically different </span></em>and focuses on importing and modifying existing assets, not in creating them from scratch. It's a completely different workflow and way to approach asset creation.</p><p></p><p>Indeed, it will require devotion of time, money, and bug-testing to create this middleware that they don't need at all to create or sell their service. Even if they wanted to do it, that tells you it will be the LAST THING they will work on.</p><p></p><p>Now, if there is an easy exporter for blender? That will make all the difference. There are a large number of importers of various models into blender, notably STL and .obj. But the chances WotC uses blender to create VTT assets is virtually nil. They will want more professional modeling software than that. But if they can create an exporter for blender? <em>That would do nicely</em>.</p><p></p><p>If they do not encrypt their file formats, will answer a question or ten from expert users, and leave the file format relatively generic, they may just leave an exporter for blender to be created by fans of the game 6-12 months after release. That would be in accordance with fan expectations in most 3d games, tbh.</p><p></p><p>We have seen this issue surface in just about every 3d game in the history of ever. Because WotC is using Unreal5, there are similar importers that were created for other games which use that engine. But every game is different, every file format is subtly different.</p><p></p><p>This experience has been the rule, not the exception, to virtually every 3d game. Ever.</p></blockquote><p></p>
[QUOTE="Steel_Wind, post: 8856341, member: 20741"] When it comes to working with 3d assets? An inability to import models into the setting [B][I]is the default state of all games.[/I][/B] It's hard for end users to approach this as a game developer does, but the software plug-in that WotC will create for its 3d assets will be designed to export a model from their modeling software of choice to their file format used by their 3d VTT. [B][I]The code will not exist to import a model into the modeling software[/I][/B], and then export it - because they don't need that and can't use it if they did create it. Original IP assets used in game are created from scratch, so the 3d modeling workflow to get original assets into their 3d VTT doesn't require the sort of tools community users and modders need to accomplish that. The community's workflow is always [I][COLOR=rgb(251, 160, 38)]radically different [/COLOR][/I]and focuses on importing and modifying existing assets, not in creating them from scratch. It's a completely different workflow and way to approach asset creation. Indeed, it will require devotion of time, money, and bug-testing to create this middleware that they don't need at all to create or sell their service. Even if they wanted to do it, that tells you it will be the LAST THING they will work on. Now, if there is an easy exporter for blender? That will make all the difference. There are a large number of importers of various models into blender, notably STL and .obj. But the chances WotC uses blender to create VTT assets is virtually nil. They will want more professional modeling software than that. But if they can create an exporter for blender? [I]That would do nicely[/I]. If they do not encrypt their file formats, will answer a question or ten from expert users, and leave the file format relatively generic, they may just leave an exporter for blender to be created by fans of the game 6-12 months after release. That would be in accordance with fan expectations in most 3d games, tbh. We have seen this issue surface in just about every 3d game in the history of ever. Because WotC is using Unreal5, there are similar importers that were created for other games which use that engine. But every game is different, every file format is subtly different. This experience has been the rule, not the exception, to virtually every 3d game. Ever. [/QUOTE]
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